Release Elite Dangerous HUD Mod (EDHM)

Hi CMDR,

Yeah you can still do that in 1.5. The mod comes with five profiles pre-installed (press CTRL 5,6,7,8,or 9), I'll add a bunch more to the Library in the second post of this thread when I get some time, and you can always make your own using the EDHM XML Profile Tool

All this stuff is in the Manual and Profile Guide, so have a read of the Manual first. Then if you're brave try the Profile Guide, and I'm happy to answer any questions.

The actual profiles I had in 1.4 will be added to the Library once I find suitable panel XMLs to match with them

The feature I'm referring to is a single hotkey that cycles through all your profiles, not separate keys for each profile, so I can have 2 profiles and just toggle between them by hitting CTRL-F1. I was able to do this in 1.41 but can't in 1.5.
 

If you are using an XML file, I would expect the Portraits to be distorted by the XML settings.

Still getting to grips with this.

The portrait pictures are ok. I'm trying to modify one of the existing demo profiles (Cornflower-Blue). I suspect this issue is due to the ambient/cabin lighting style
setting (although I have tried using the 'Restricted' i.e. Elite Standard style with no luck). If I arrive at a star, or a planetary base with lighting, the light from the external light source shows the correct colour of the outfit. When in the black, it becomes monochrome.

Edit: I've also tried using a 'white' light setting.

Edit 2: Is there a shader which can be disabled for this? If so, how do I go about doing it :)
 
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Still getting to grips with this.

The portrait pictures are ok. I'm trying to modify one of the existing demo profiles (Cornflower-Blue). I suspect this issue is due to the ambient/cabin lighting style
setting. If I arrive at a star, or a planetary base with lighting, the external light source shows the correct colour of the outfit. When in the black, it becomes monochrome.
It very well could be your ambient/cabin lighting. Set it to white before you change other settings. I did that and prefer it like that. But then I am just toning the HUD down except for the Distributor, Shields and targeting reticle where I use Christmas or 9 = Adaptive by "The Blaster" McQuinn.
 
It very well could be your ambient/cabin lighting. Set it to white before you change other settings. I did that and prefer it like that. But then I am just toning the HUD down except for the Distributor, Shields and targeting reticle where I use Christmas or 9 = Adaptive by "The Blaster" McQuinn.

Well it looks like it was the shader used for the ambient lighting. I did some random searches through some files and made a change to the 3d3x config file to comment out references to ShaderOverride-72d3ac397c0c37c6. I'll likely need to change the keystrokes settings as well for the sake of safety.

ylh6UR4.png


Edit: is this what this is supposed to do in the startup_profile I wonder:

; Cabin Lighting Style
; 0 = Full (EDHM standard, cabin light covers whole cockpit)
; 1 = Restricted (Elite standard, cabin light doesn't cover whole cockpit)
;z115 = 1
 
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Fellow Commanders! Iam haveing a little difficulty finding a specific value.... Fellow Commanders, please be kind and help me in this matter. A Value affect the colors shown on the pictures. I Belive this is the same Value. Its the Grey Letters colors what iam seeking where to alter. Thanks for your kind effort in advance! :)
 

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I am having difficulty getting my head around all the include files in d3dx.ini.
I can see that you have set up the files for flexibility in changing profiles. And now that I have set up the mod, including using XML profiles. I want to have the simplest setup without disturbing the hierarchy in your distribution.
In XML-Profile.ini, you write:

; Hotkey Profiles, don't forget!

; If you fine tune the values below for better portraits,
; don't forget to update the XML values (x158, y158, etc) for this
; profile in MyProfiles.ini

I assume that I have to create a new profile called MyProfiles.ini. Should this just be a copy of XML-Profile.ini? What will happen if I change the values in XML-Profile.ini but not in MyProfiles.ini? Which include’s settings take precedence?

I’m probably over thinking this. :)

> I am having difficulty getting my head around all the include files in d3dx.ini

I recommend not touching anything in d3dx.ini as everything is finely tuned in there :)

> I assume that I have to create a new profile called MyProfiles.ini

No, it's already created. MyProfiles.ini is in the MyProfiles folder (in the EDHM-ini folder)

Have you had a chance to read the Manual and Profile Guide? MyProfiles.ini is mentioned a lot in there


I made an InfoGraphic describing the process of creating your XML panels, hopefully that helps.

XML-Profile-Process.png


Please bear in mind this is new for me as well. None of this existed a month ago!

If you have any questions about the InfoGraphic, or if you find any of the instructions in the Manual and Profile Guide confusing then please let me know
 
Not sure whether it's expected behaviour but my character suits are now desaturated. Also, the same appears to be the case with holo-me.

Edit: The lights on the side of the cabin also appear to be absent.

Hi CMDR,

The coloured cabin lighting will definitely influence the colour your suit. Imagine having a blue light in a dark room, it will change the colour of your clothing.

One of the main features of the mod is removing the lights that shine directly in your eyes. Apart from the colours it was the most requested feature.
 
This tool is somehow extremely difficult to set up for a person who just wants to replicate GraphicsConfigurationOverride.xml change without it's negative side effects (changed color of enemies on radar, "wanted" status etc.). I messed around in dev mode but couldn't replicate my original xml hud.

You should probably consider developing "lite" version of this where you can use RGB numbers just like with the xml to set the looks.
Or a pack of easy to understand profiles.

It's early days, and new for me too. I made an InfoGraphic in the post above that describes the process of getting an XML colour matrix into the mod. You only have to do Steps 3 and 4 if you want a Hotkey profile as well.

If you find anything confusing in the Manual or Profile Guide then let me know, I can only improve the process by specific feedback.

There are already 5 profiles included in the mod (CTRL 5,6,7,8,9), plus I'll be adding a lot of profiles to the Library in the second post of this thread so CMDRs can just download and copy them into the mod.
 
The feature I'm referring to is a single hotkey that cycles through all your profiles, not separate keys for each profile, so I can have 2 profiles and just toggle between them by hitting CTRL-F1. I was able to do this in 1.41 but can't in 1.5.

Hi CMDR,

So much negative feedback from v1.4 was about the 'cycling profiles'! Most CMDRs found it frustrating when they found a profile they liked, but then had to press the cycle button X number of times when they booted up Elite. And modifying cycle profiles is nearly impossible. So yeah, I'm sorry but no more profile cycles.

There's so many modifier keys you can use, for example, you could literally bind 10 different profiles to one key if you wanted

To do that, use a combination of left ALT, right ALT, left CTRL, right CTRL, left SHIFT, right SHIFT .. please see the Keybinds section in the Manual if you need help with that, or post here if something is confusing
 
Still getting to grips with this.

The portrait pictures are ok. I'm trying to modify one of the existing demo profiles (Cornflower-Blue). I suspect this issue is due to the ambient/cabin lighting style
setting (although I have tried using the 'Restricted' i.e. Elite Standard style with no luck). If I arrive at a star, or a planetary base with lighting, the light from the external light source shows the correct colour of the outfit. When in the black, it becomes monochrome.

Edit: I've also tried using a 'white' light setting.

Edit 2: Is there a shader which can be disabled for this? If so, how do I go about doing it :)

No, as I mentioned in the previous post the coloured lighting will naturally influence your suit. When sunlight/starlight shines through the canopy window it overwhelms the internal lighting and shows a natural light colour, probably what would happen IRL. There is no way to stop the coloured light reflecting off your suit, it's hardcoded into the game

In the Holo-me section, I mentioned in the Manual it's a good idea to disable the mod (SHIFT F1) to get an accurate view of your suit without coloured lighting

You can always use the Cornflower-Blue profile with default Elite lighting

Go into DemoProfiles.ini (in the DemoProfiles folder) ... (or MyProfiles.ini if you copied the profile into there)

Scroll down to the Cornflower Blue profile

Cornflower-demo-1.PNG


And change the Cabin Lighting Colour to 16 = Standard Elite Orange

Cornflower-demo-2.PNG


Maybe that's the effect you're looking for?

Restricted lighting just contracts the radius of the lighting to the default Elite setting (doesn't usually reach the front of the cockpit)
 
Well it looks like it was the shader used for the ambient lighting. I did some random searches through some files and made a change to the 3d3x config file to comment out references to ShaderOverride-72d3ac397c0c37c6. I'll likely need to change the keystrokes settings as well for the sake of safety.

Edit: is this what this is supposed to do in the startup_profile I wonder:

; Cabin Lighting Style
; 0 = Full (EDHM standard, cabin light covers whole cockpit)
; 1 = Restricted (Elite standard, cabin light doesn't cover whole cockpit)
;z115 = 1

Shader 72d3ac397c0c37c6 controls the internal lights (not ambient lighting) in a set of ships. I sometime use this shader to turn off the lights that shine directly in your eyes. If you disable that shader in d3dx.ini it will turn those lights back on

>; Cabin Lighting Style
>; 0 = Full (EDHM standard, cabin light covers whole cockpit)
>; 1 = Restricted (Elite standard, cabin light doesn't cover whole cockpit)
>;z115 = 1

That will just set the z115 value to 0 (full lighting mode) because 3Dmigoto assumes a value is 0 if it isn't specified in the ini

Hopefully my previous post provides the look you're going for
 
Fellow Commanders! Iam haveing a little difficulty finding a specific value.... Fellow Commanders, please be kind and help me in this matter. A Value affect the colors shown on the pictures. I Belive this is the same Value. Its the Grey Letters colors what iam seeking where to alter. Thanks for your kind effort in advance! :)

Hi CMDR,

There are two different elements there.

1. The analysis reticle. You should be able to change that colour with these values. I think it must be on 6 in your images?

Reticle-colours.PNG


Edit: In the next version of EDHM, for modding enthusiasts, you'll be able to change all the colours of the reticle to whatever you want. But it takes a long time to get a nice balance.

2. We can't control text colour by location, it's a global setting. We can set the base colour, then Elite will change the shade depending on the screen

I recommend waiting until the next update (v1.51) as I've made a lot of improvements to how Elite handles non-white text colours.

Elite wasn't build for multi-colour text so there tends to be glitches when we start to customise text colours, but I think they should all be fixed in the next update

But after the update, use text colour option 4 (Custom) and configure the RGB values of the text colour to your preferences
 
Shader 72d3ac397c0c37c6 controls the internal lights (not ambient lighting) in a set of ships. I sometime use this shader to turn off the lights that shine directly in your eyes. If you disable that shader in d3dx.ini it will turn those lights back on



That will just set the z115 value to 0 (full lighting mode) because 3Dmigoto assumes a value is 0 if it isn't specified in the ini

Hopefully my previous post provides the look you're going for

Thanks for the replies - yes, all makes sense so thank you for that. I think the thing which was confusing me relates to the expected visual response from the colour interactions. If I set the cabin light colour to white (** Ambient Cabin Lights ** [CTRL F6]), I interpreted this as 'natural light' and expected to see the normal suit colours.

I very much appreciate the detailed replies - I'm sure you've been and will be quite busy with this!

PS I think the documentation is well laid out and put together; you just have to go slow, experiment and read it all. It's obvious you've put a lot of effort into something which looks to be quite complex and restrictive in some areas.

Thanks again for this mod, it's excellent and helps to bring some much needed visual enhancement to the cockpit.
 
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It's early days, and new for me too. I made an InfoGraphic in the post above that describes the process of getting an XML colour matrix into the mod. You only have to do Steps 3 and 4 if you want a Hotkey profile as well.

If you find anything confusing in the Manual or Profile Guide then let me know, I can only improve the process by specific feedback.

There are already 5 profiles included in the mod (CTRL 5,6,7,8,9), plus I'll be adding a lot of profiles to the Library in the second post of this thread so CMDRs can just download and copy them into the mod.
I managed to "do" something but I'm having problem setting the text color to the one I want. I'm not sure if it's a limitation or just I can't figure it out.

This is when using XML text: - the target and ship systems holo is colored the way I want it, however the navigation panel has ugly orange-ish text color, also the station services:
If I swap the text to Cream the text becomes closer to what I want to achieve but now the target and holo panels have broken text color:
Any idea how to deal with this?
 
Thanks for the replies - yes, all makes sense so thank you for that. I think the thing which was confusing me relates to the expected visual response from the colour interactions. If I set the cabin light colour to white (** Ambient Cabin Lights ** [CTRL F6]), I interpreted this as 'natural light' and expected to see the normal suit colours.

I very much appreciate the detailed replies - I'm sure you've been and will be quite busy with this!

PS I think the documentation is well laid out and put together; you just have to go slow, experiment and read it all. It's obvious you've put a lot of effort into something which looks to be quite complex and restrictive in some areas.

Thanks again for this mod, it's excellent and helps to bring some much needed visual enhancement to the cockpit.

Hi CMDR,

I just had a look inside the ambient lighting shader and you should be able to disable it without any real consequence. The only element you would lose is the Explorer Mode on the Anaconda (lights that show on the front hull) but apart from that it's pretty safe.

If you go into ShaderFixes you simply put a dash (-) in front of shader 8330ab10a104d1b1 to disable ambient lighting:
-8330ab10a104d1b1-ps.txt

In the next version you'll be able to create a lighting colour that compliments your suit .. I sometimes play in VR where you can see your body, so I understand why this is important. I've tried making the suit non-reflective to the cabin light but it ends up with this spotlight of original orange Elite amongst a coloured background, and doesn't look cool

If you need help with anything else just let me know
 
I managed to "do" something but I'm having problem setting the text color to the one I want. I'm not sure if it's a limitation or just I can't figure it out.

This is when using XML text: - the target and ship systems holo is colored the way I want it, however the navigation panel has ugly orange-ish text color, also the station services:
If I swap the text to Cream the text becomes closer to what I want to achieve but now the target and holo panels have broken text color:
Any idea how to deal with this?

Hi CMDR,

Yeah that's exactly what I'm fixing right now. The thing is, the text colour is global, so when you select the XML text colour in Startup-Profile.ini it's applied everywhere, including the panels. Then along comes the XML panel shader and applies the XML matrix to the panels, on top of the XML text colour that's already there. So the XML text colour gets applied twice, producing undesired outcomes, like the orange text in your pics

So the only solution is to turn off the XML text colour in the text shader, but then it leaves half the front HUD with uncoloured text (bright orange text everywhere). So I've had to go in and manually find all those bits of text on the front HUD and tell them to take the XML text colour, but only when the XML text colour is selected in Startup-Profile.ini

And that sounds fine, but that process produces unexpected glitches in the charging bar during the jump sequence, and messages that pop up in the middle of the screen and Info panel. And fixing those glitches is taking a very long time. So you can see there is a cascading effect of fixes that need to be done to get a simple result of having normal XML text colour. All I can say is ugggh :)

Anyway, it's nearly done, should be ready soon
 
Hi, will the Hotkeys F1 and others conflict with Voice Attack?

Hi CMDR,

You can set your keybinds in VoiceAttack pretty easily, and can also change the Keybinds in the mod. Please see the Keybinds section in the Manual, and if you have any questions please let me know
 
Excellent, I don't have any issues with it either. Thanks for your feedback o7

Hey, guys:

Just found a couple of EDHM keybinds that interfere with the GeForce Experience overlay:

ALT+F2 (cycle A-HUD colour) and ALT+F3 (Hologram Dimmer).

gfkb.png


No big deal, though. I simply disabled GeForce's since I never use it for anything other than recording video, but there are several others that might cause same issue (haven't gone through all of them yet) so I wanted to give you all a heads up.

1616872690194.png
 
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